Audit pass: - Frame rule counts frames since the last move, so every step lasts exactly movesEvery(score) frames, also right after a speed-up - clampTime + MAX_GAP_MS: a hidden tab no longer replays the whole gap - Pong Restart keeps held keys - Fact corrections (mulberry32 output coverage, Haskell IO, uniform) - New fixture cases from a mutation analysis Extensions (all three tracks, shared fixtures, course text): - Turn queue (Exercise 10.6), persisted high score (10.7), replay viewer (10.8), play() end-to-end helper (9.5) - Optional State (4.7) and optional Module 7b, stack-safe IO - Module 12, property-based testing with generators, shrinking, invariants and a model-based oracle - Module 13, Conway's Life with a Click event - JS type checking via jsconfig, JSDoc and types.d.ts - Maintainer tools: scripts/mutate.mjs, scripts/typecheck-js.sh, Playwright end-to-end suite (e2e/, scripts/e2e.sh) Docs: docs/contract.md is the canonical contract; specs and build log under docs/superpowers. Verified: JS 728, Scala 689, F# 691 unit tests; stubs and progression M01-M13 and M07b; 176 end-to-end tests on Chromium and WebKit. Co-Authored-By: Claude Fable 5.2 <noreply@anthropic.com>
81 lines
3.6 KiB
Scala
81 lines
3.6 KiB
Scala
package snake
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import M09Helpers.{classicMain, drawn}
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class M09AppSuite extends munit.FunSuite:
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private def time(t: Long): Event = Event.Time(t)
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private def down(key: String): Event = Event.KeyDown(key)
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test("the game ticks every 150 ms") { assertEquals(App.TICK_MS, 150L) }
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test("classicActions turns the clock into Tick actions and keys into Turn actions") {
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assertEquals(
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App.classicActions.run(List(time(150), down("ArrowUp"), down("x"), time(300))),
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List(Action.Tick, Action.Turn(Direction.Up), Action.Tick)
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)
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}
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test("states starts with the new game, then yields one state per action") {
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val out = App.states(42, App.classicActions).run(List(time(150), down("ArrowUp"), time(300)))
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assertEquals(out.length, 4)
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assertEquals(out.head, Spawn.newGame(42))
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assertEquals(out.map(_.snake.head), List(Point(10, 10), Point(11, 10), Point(11, 10), Point(11, 9)))
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assertEquals(out.map(_.nextDir), List(Direction.Right, Direction.Right, Direction.Up, Direction.Up))
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assertEquals(out.map(_.dir), List(Direction.Right, Direction.Right, Direction.Right, Direction.Up))
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}
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test("render draws the whole view of the state") {
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assertEquals(IO.trace(App.render(Spawn.newGame(42)), 0).ops, View.view(Spawn.newGame(42)).map(Op.Draw(_)))
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}
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// Module 10 (Exercise 10.7) makes `main` also load the stored best and draw one more shape after the game's view,
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// so this test accepts both versions; m10 pins the final one exactly.
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test("main asks for a random seed, then builds the stream from it") {
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val traced = IO.trace(App.main, 42)
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assert(
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traced.ops == List(Op.RandomSeed) || traced.ops == List(Op.RandomSeed, Op.LoadBest),
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s"main may only ask for the seed (and, from m10 on, the stored best); it asked for ${traced.ops}"
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)
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val (outs, _) = traced.result.step(time(0))
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assertEquals(outs.length, 1)
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val expected = View.view(Spawn.newGame(42))
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assertEquals(drawn(outs.head).take(expected.length), expected)
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}
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// `main` itself switches to speedActions in m10, so the 150 ms behaviour is checked on the same program built from classicActions.
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test("the program built from classicActions draws the new game first, then the ticked game after 150 ms") {
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val stream = IO.trace(classicMain, 42).result
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val (first, next) = stream.step(time(0))
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val (second, _) = next.step(time(150))
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assertEquals(drawn(first.head), View.view(Spawn.newGame(42)))
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assertEquals(second.length, 1)
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assertNotEquals(drawn(second.head), drawn(first.head))
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}
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// Holds before and after m10: whatever `main` ticks with, the clock must be wired in, so time passing produces more drawings.
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test("main draws again once time has passed") {
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val stream = IO.trace(App.main, 42).result
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val (first, next) = stream.step(time(0))
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val (later, _) = next.step(time(150))
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assertEquals(first.length, 1)
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assert(later.nonEmpty)
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}
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// ---- play: the whole program in one equality (Exercise 9.5)
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private def drawOps(state: GameState): List[Op] = View.view(state).map(Op.Draw(_))
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test("play on the classic program equals the scenes of the expected states") {
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val events = List(time(150), down("ArrowUp"), down("x"), time(300), time(310))
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val expectedStates = Game.history(Spawn.newGame(42), List(Action.Tick, Action.Turn(Direction.Up), Action.Tick))
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assertEquals(App.play(classicMain, 42, events), expectedStates.map(drawOps))
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}
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test("play with no events gives no drawings") {
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assertEquals(App.play(classicMain, 42, Nil), Nil)
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}
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test("play uses the seed for the program's RandomSeed") {
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assertEquals(App.play(classicMain, 7, List(time(0))), List(drawOps(Spawn.newGame(7))))
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}
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